Added: Ericca Hidalgo - Date: 16.11.2021 14:56 - Views: 11224 - Clicks: 3077
Study participants who had "worn" the sexualized avatars tended to agree with rape myths more than the women who had worn the non-sexualized avatars.
Women in sexualized avatars whose faces resembled their own agreed with the myths more than anyone else in the study. Women whose avatars wore sexualized outfits in a virtual reality world were more likely to accept myths about rape in real life, according to a new study.
The Entertainment Software Association estimates that across mobile, PC, and console platforms, 45 percent of American gamers are female. But few game titles feature female protagonists. In many popular games in this fast-growing industry, female characters are in the minority; more often than not, they are sexualized.
Many female gamers assert that gaming culture is not welcoming to women. The website notinthekitchenanymore. When women critique sexism in games and gamer culture, they often face dismissiveness and even bullying. Pop-culture critic Anita Sarkeesian faced a barrage of cyber-bullying—including threats of rape and death—for announcing a project examining common tropes of female characters in video games. For the new study, the researchers wanted to know if female players who use provocatively dressed avatars begin to see themselves more as objects and less as human beings.
People who see the effects of exercise on their bodies in the virtual world will exercise more in the real world. For the study, participants donned helmets that blocked out the real world, immersing them in a virtual world of 3D sight and sound. Once in the new world, each participant looked in a virtual mirror and saw herself or another woman, dressed provocatively or conservatively. The researchers then introduced a male accomplice into the virtual world to talk to the participant. What seemed like a normal, get-to-know-you sexy game avatars was actually an assessment of how much the women viewed themselves as objects.
After their time in the virtual world, the participants filled out a questionnaire rating how much they agreed with various statements. Participants rated how much they agreed or disagreed with the statements. The participants who had worn the sexualized avatars tended to agree with rape myths more than the women who had worn the non-sexualized avatars.
Some gamers maintain that virtual worlds and the real world remain mutually exclusive, but the research by Bailenson and Fox, sexy game avatars in Computers in Human Behaviorsuggests otherwise. You now enter the media and become the protagonist.
You become the characters. Source: Stanford University. Search for:. Science Health Culture Environment. Share this Article. You are free to share this article under the Attribution 4. Hollywood sexism still tarnishes female journalists. Book traces shared roots of capitalism and racial slavery. Stay Connected.
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